Closed Bug 1617785 Opened 1 month ago Closed 1 month ago

Optimize WebGL draw validation CalcFetchLimits enough that we don't have to cache

Categories

(Core :: Canvas: WebGL, enhancement, P3)

enhancement

Tracking

()

RESOLVED FIXED
mozilla75
Tracking Status
firefox75 --- fixed

People

(Reporter: jgilbert, Assigned: jgilbert)

Details

Attachments

(1 file)

Try's Talos results look promising: +3-5% fps on motionmark
https://treeherder.mozilla.org/#/jobs?repo=try&revision=1acb91cb7a5dae290f76d478d35967cd1161cf6f

I'm going to reprofile locally.

Our goal here is to just be fast enough that we don't need to cache.

I thought I barely changed anything with this small fix-up, but I have test-failures now:
https://treeherder.mozilla.org/#/jobs?repo=try&revision=9183f9aff13e215a48858170c08d07d6455de740

We're up to >10% on Windows, so let's ship it.
https://perfht.ml/2SYknQQ

Pushed by jgilbert@mozilla.com:
https://hg.mozilla.org/integration/autoland/rev/57b9344a88a3
Optimize GetDrawFetchLimits and vertexAttribPointer. r=lsalzman
Status: NEW → RESOLVED
Closed: 1 month ago
Resolution: --- → FIXED
Target Milestone: --- → mozilla75
You need to log in before you can comment on or make changes to this bug.